Ghostbusters Ghost Trap

Marmoset export of the model

iRay render from Substance Painter of the complete Trap.

iRay render from Substance Painter of the complete Trap.

iRay render from Substance Painter of the complete Trap.

iRay render from Substance Painter of the complete Trap.

iRay render from Substance Painter of the complete Trap.

iRay render from Substance Painter of the complete Trap.

iRay render from Substance Painter of the Trap Body.

iRay render from Substance Painter of the Trap Body.

iRay render from Substance Painter of the Trap Body.

iRay render from Substance Painter of the Trap Body.

iRay render from Substance Painter of the Trap Body.

iRay render from Substance Painter of the Trap Body.

iRay render from Substance Painter of the Trap Cartridge.

iRay render from Substance Painter of the Trap Cartridge.

While I'm proud of the work I do on Star Trek Online, the way we've made ships for the game hasn't really changed in the last 10 years. I wanted to stretch myself and do a high-low bake workflow with substance painter. The "ghost trap" from Ghostbusters seemed like a simple project to start with that still had plenty of interesting detail and opportunities for texture. It was not without headache, but I'm happy with how it turned out and I learned a lot!